#version 330 core
out vec4 FragColor;
in vec3 ourColor;
//Glsl中有一个供纹理使用的内建数据采样器
in vec2 TexCord;
uniform sampler2D textureWall;
uniform sampler2D textureFreep;
uniform sampler2D textureSmall;

void main()
{
    //FragColor = texture(textureWall,TexCord)*vec4(1.0,1.0,0,0.2);
    //    FragColor = mix(texture(textureWall,TexCord),texture(textureFreep,TexCord),0.5);
    FragColor =  texture(textureSmall,TexCord);
};
